[SFS] GM Mjolbeard's 1-29 Honorbound Emissaries (Inactive)

Game Master Mjolbeard89

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Maps

Vacuum:
Vacuum
The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to suffocate (see Suffocation and Drowning on page 404) and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn’t travel in a vacuum.
Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage.

Zero Gravity:
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.
Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition (see page 276). If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the offkilter condition.
If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as jump jets (see page 206), are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.
Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.


Current Characters


Carver Hastings
azjauthor

"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.
(201 posts)
Golden Orb
Silver Crusade phaeton_nz

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | SFS 1-16
(5,991 posts)
Cannon Golem
Beardy Bot 89000

I'm DEFINITELY not just a robot <__< | Lita | H.A.C.S.O.R.

played by Mjolbeard89 (24 posts)
Ratfolk Elder
Acquisitives Gabbers "Gab" McTalkington

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

played by azjauthor (629 posts)
Frost Giant
GM Mjolbeard

Honorbound Emissaries

played by Mjolbeard89 (1,939 posts)
Luminous Explorer
Second Seekers (Luwazi Elsebo) Kultainen Vaimo

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

played by Aerondor (1,200 posts)
Lashunta
Second Seekers (Jadnura) Magnus Chaal

Male Lashunta Solarian 8 Korasha Lashunta Xenoseeker| SP 5/72 HP 60/60 | RP 7/9 EAC 24; KAC 26; DR 8/P| Fort +8; Ref +3; Will +5 | Init: +1 |spd 30| Perc: +3, SM: -1 | Photon Mode 4/4 |IW-K

played by Grimsnik (167 posts)
Sorshen
Second Seekers (Jadnura) Selene Scintilla

Female Human Witchwarper - 7 | SP 29/35, HP 39/39, RP 6/8 | EAC 20, KAC 21 | F+3, R+7, W+5 | Perc +10 | Init +6

played by phaeton_nz (145 posts)